Player’s HandbookEconomy

6

Goods, Sites, and Need

Scarcity is the other combat

Three goods. Two seeded sites of different types. Trade moves what exists; it never prints more.
Three goods. Two seeded sites of different types. Trade moves what exists; it never prints more.

The Realm runs on three goods: Provisions, Materials, and Luxuries. Each House is rated Surplus, Neutral, or Need in each. You begin with 2 Order, 1 Influence, 2 Coin, and 1 unit of your primary Need good. Cap 5 per good and 10 Coin. Consume 1 unit of the primary Need each cycle.

GoodPrimary pressure
ProvisionsConsumption, healing, travel, emergency relief.
MaterialsStructures, repair, siege, infrastructure.
LuxuriesInfluence, diplomacy, discovery, prestige.
RatingProduction each cycle
Surplus+2
Neutral+1
Need0

Provisions shortage prevents normal field wound-clearing. Materials shortage prevents construction or infrastructure upgrades. Luxuries shortage prevents passive Influence rewards from normal trade or diplomacy. A second consecutive shortage adds +1 Chaos. Third and later consecutive shortages keep the penalty but add no further automatic Chaos. A shortage clears only when the Need is actually satisfied during the economy step.

Claims

Realm Seed places two neutral production sites of different Goods types. A valid Claim marks control; the site activates next cycle. Controlled, uncontrolled, neutral, disputed, contested, and revealed are different words. Learn them. A Contested site has opposing characters or effects currently disputing control. Neutral means no House has established control.